//
//  SceneDelegate.swift
//  cockpit
//
//  Created by Haijun Si on 2020/7/7.
//  Copyright © 2020 chenganrt. All rights reserved.
//

import UIKit
import IQKeyboardManagerSwift

class SceneDelegate: UIResponder, UIWindowSceneDelegate {

    var window: UIWindow?
//    var tabbar = CPBaseTabbarController()
//    var tabbar = CPBasicTabbarController()
    
    func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
        // Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
        // If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
        // This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
        guard let _ = (scene as? UIWindowScene) else { return }
        
        setupUI()
    }

    func setupUI() {
//        tabbar = tabbar.setupTabBarStyle(delegate: self as? UITabBarControllerDelegate)
               
    //           #if DEBUG
    //           let leftGestureRecognizer = UISwipeGestureRecognizer.init(target: self, action: #selector(showDevSetting))
    //           leftGestureRecognizer.numberOfTouchesRequired = 2
    //           leftGestureRecognizer.direction = .left
    //           tabbar.tabBar.addGestureRecognizer(leftGestureRecognizer)
    //
    //           let rightGestureRecognizer = UISwipeGestureRecognizer.init(target: self, action: #selector(showDevSetting))
    //           rightGestureRecognizer.numberOfTouchesRequired = 2
    //           rightGestureRecognizer.direction = .right
    //           tabbar.tabBar.addGestureRecognizer(rightGestureRecognizer)
    //
    //           #endif
               
               setIQKeyBoardMethod()
             let  tabbar = CPBasicTabbarController()
               window?.backgroundColor = .white
               window?.rootViewController = tabbar
               window?.makeKeyAndVisible()
           }
        
        
        func setIQKeyBoardMethod() {
            let manager = IQKeyboardManager.shared
            manager.enable = true // 控制整个功能是否启用。
            manager.shouldResignOnTouchOutside = true // 控制点击背景是否收起键盘
            manager.shouldToolbarUsesTextFieldTintColor = true  // 控制键盘上的工具条文字颜色是否用户自定义
            manager.enableAutoToolbar = true // 控制是否显示键盘上的工具条
            
            // 最新版的设置键盘的returnKey的关键字 ,可以点击键盘上的next键，自动跳转到下一个输入框，最后一个输入框点击完成，自动收起键盘。
            manager.toolbarManageBehaviour = IQAutoToolbarManageBehaviour.byTag
            
        }
   
    
    func sceneDidDisconnect(_ scene: UIScene) {
        // Called as the scene is being released by the system.
        // This occurs shortly after the scene enters the background, or when its session is discarded.
        // Release any resources associated with this scene that can be re-created the next time the scene connects.
        // The scene may re-connect later, as its session was not neccessarily discarded (see `application:didDiscardSceneSessions` instead).
    }

    func sceneDidBecomeActive(_ scene: UIScene) {
        // Called when the scene has moved from an inactive state to an active state.
        // Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
    }

    func sceneWillResignActive(_ scene: UIScene) {
        // Called when the scene will move from an active state to an inactive state.
        // This may occur due to temporary interruptions (ex. an incoming phone call).
    }

    func sceneWillEnterForeground(_ scene: UIScene) {
        // Called as the scene transitions from the background to the foreground.
        // Use this method to undo the changes made on entering the background.
    }

    func sceneDidEnterBackground(_ scene: UIScene) {
        // Called as the scene transitions from the foreground to the background.
        // Use this method to save data, release shared resources, and store enough scene-specific state information
        // to restore the scene back to its current state.
    }


}

